Basically the same features as there are now just that the map editor doesn't have to run on a server for all players, but can be loaded and unloaded and used by certain players only.
Basically like a gamemode such as race etc. on a Multigamemode server.
Maybe this is possible already with the current map editor, but I guess that requires some changes as I assume it was designed to run on the whole server, same as the default gamemodes.

Hi,
I would have reported this on the bug page, but I lost my password and restoring somehow doesn't work at the moment.
The problem is, when using the queueName argument of the callRemote function, it just times out.
Without using a queueName, it works fine.
Bonsai

I'm a little ashamed of that first version I released. I never planned to release it, I just started working on it some day for fun and didn't spend much time on planning it or writing good code, therefore it was kinda dirty. But then it got bigger and I felt like it would be a waste of time if I didn't release it, so it's good to hear that despite of the problems of the that version, it was useful to some people.

https://wiki.multitheftauto.com/wiki/DbConnect
Check the options parameters:
share which can be set to 0 or 1. (Default value for SQLite is "share=1", for MySQL is "share=0"). When set to 1, the connection is shared and will be used by other calls to dbConnect with the same host string. This is usually a good thing for SQLite connections, but not so good for MySQL unless care is taken.
Maybe this helps.

I might have found a reason for this.
There is another resource using fetchRemote, it seems to work smooth when that resource is not running.
I wonder if that new "queueName" argument can help to fix this.
https://wiki.multitheftauto.com/wiki/CallRemote
I will try that.
Thanks!
Bonsai

Hi,
I have a problem with the callremote function.
When I use the URL of my API that I made in the browser, I get an instant result.
When I call this URL in MTA using callremote, it takes ages until I get a response, or it will just time out.
Does anyone know what could be causing this?
The URL works perfectly fine in a browser, but in MTA it just takes soooo long.
I'm not using the MTA php sdk.
Bonsai

Hey,
Thank you! I will try this out! The main reason why I decided to use the default MTA Gui in my Multigamemode is because of the editboxes.
If this works good then I can change it so it will probably look much better!

Hey,
after a long time I am releasing a newer version of this Multigamemode.
You can find it on Github.
Some Features:
- Create as many arenas as you like by just calling a simple function providing a name and other properties.
- Allow players to create their own arenas, in which they are automatically added as an admin for their arena.
These custom arenas are destroyed the moment everyone has left them.
- Use the Training button to train every map available on the server.
- Common features like respawn, rewind, cp/tp etc. to help practising maps.
- Custom ACL system: Each arena has their own acl file, yet you still can define global admins in the usual server acl.
- A few maps have been included to make it easier to test and show the way how maps have to be organized.
A little screenshot of the Lobby:
More Screenshots can be found on Github for now.
In order to use this Multigamemode, you will have to follow a quick instruction:
Some of you might have seen this Multigamemode on the DDC server.
This is a slightly different version from what we use on DDC.
It excludes a few resource such as Userpanel or Stats, as they rely on our MySQL database and therefore cannot be shared so easy.
Also, you will have to change the way Login works, if you want to login using an account of the mta server or remotely by using a website.
Right now you can only login with an account on the ddc forum, as most people are gonna change the login to what they need anyway.
Not everything is done in the best way and I would probably do some things differently now, but it works quite good and might be a good base for people to start their own project.
If you want to contribute, you can create a pull request on Github.
Bonsai

Anyone maybe still has an idea whats wrong here?
I mean, it doesn't look thaaaat bad, but its still a difference compared to normal rendering.
Maybe the problem is not even the drawing inside a rendertarget, but the drawing of the image of the rendertarget itself?